Exergames (video games that promote cognitive and physical activity simultaneously) benefit executive function (EF) in elderly populations. It has been suggested that exergames may induce larger effects than cognitive or exercise training alone, but few reviews have synthesized the causal factors of exergames on EF from experimental research with youth. This review investigates (a) the various types of exergames and associated comparison conditions; (b) the EF outcome assessments commonly utilized in exergame research with youth; (c) the efficacy of exergames by evaluating experimental studies that compared exergaming to cognitive, exercise, and passive control conditions inclusive of effect sizes; and (d) the potential mechanisms underlying the changes in EF induced from exergames. Eligible outcome data were available from 607 participants across 10 studies, with the age of participants ranging from 4 to 21 ( M age = 10.46). The findings indicate that exergames improve aspects of EF from both acute and chronic studies. Despite the high variability of exergame contexts, dosages, populations, and outcome assessments, improvements in EF comparing exergaming to passive control conditions were exhibited across all studies. While there is evidence of exergaming demonstrating advantages over passive control conditions, evidence is mixed when comparing exergaming to sedentary cognitive and exercise comparison conditions. Potential sources of these mixed results and future directions to address current gaps in the field are identified. As video game and technology use grows exponentially and concerns of childhood sedentary behavior and play deprivation increase, evidence-based practices that promote both physical and cognitive activity are needed.